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Holo targetting helps a ton because of their inherent defence and make sure to deal with their armour first (acid grenade or shredder)
If domination isn't in the cards, flOdge has it pretty much right: Focus fire to kill them immediately and Stasis them if you aren't able to finish them off, or Stasis them immediately and kill everything around them, then focus fire the following turn.
Holo-Targeting and copious amounts of Shredding are mandatory. AP Ammo is very handy.
Agreed. When everything goes tickey boo this is how I tackle them.
1) Acid nade from my grenadier.
2) Holo Targeting from my specialist
3) Rupture from my assault (double tap works too, I just happened to draw aces on the AWC)
4) Finish it off with whatever. Or Stasis if nessessary.
Option 2: bit more dangerous, but it will lose all its armour when it opens its shell to use its psi powers - problem being you now need to survive its psi powers, including AoE zombie summoning... :/ As ever, kill the Gatekeeper and the zombies will automatically die, so ignore them if you ca.
Option 3: if you have a psi operative of your own, mind control it first! That way you have a lovely bullet sponge scout, and the enemy will be the one who has to work out how to kill it.
Gatekeepers are vulnerable to EMP, can be poisoned, can be psi-ed. I'd argue that sectopods are worse, but only barely.
Aside from what I said, what has been said about shredding and rupture also applies.
I did this after my psi operative missed the dominate and stasis was still on cooldown. Chuck the beacon into low cover (closer than your soldiers) and it will go right for it.
This is what I usually do. If I see either a Gatekeeper or Sectopod I bring 2 EMP Bombs with me and they go down pretty easy every time. Most of the time the EMP Bomb will end up shutting the Gatekeeper down for a turn or two, giving me all the time in the world to deal with it.
Generally, that means not equipping your squad for taking on one type of enemy.
Grenades strip armour, as does a grenadier. Acid bombs are particularly good at stripping armour. AP rounds are the least exciting of all the ammo types, but equipping a soldier with them gives you an extra gun for taking on armour. Bluescreen rounds are good for MEC's, Gatekeepers and Sectopods, but even though they do +5 damage, armour is still in the equation.
I always take two mimic beacons; they're effectively a 'time out' for your squad. By the time the Gatekeepers start to appear, most of my squad will have Repeaters so you never know when a soldier might take down a Gatekeeper in one shot.
For when everything has gone Tango Uniform, I suggest throwing a Mine, a Mimic Beacon and absquatulating as far away as possible.
Acid grenade to shred armor (7 armor on legendary, not sure how much on lower difficulties) then drop em with bluescreen ammo
Late game you should always have at least 2 soldiers , your most reliable shots, carrying bluescreen.
EMP bomb is nice as well, has chances of triggering shutdowns and stuns.
I found out the hard way. My ranger shoved his shotgun all the way into the eye of that thing once. It was super effective! :p